- name: POLAR
mapDataSets:
- BLANKS
- POLAR
civilianTypes:
- STR_MALE_CIVILIAN_POLARNIK
- STR_FEMALE_CIVILIAN_POLARNIK
script: POLAR
mapBlocks: &AnchorVanillaPolar
- name: POLAR00
width: 10
length: 10
groups: [0, 1, 2, 3, 4]
- name: POLAR01
width: 10
length: 10
groups: [0, 1, 2, 3, 4]
- name: POLAR02
width: 10
length: 10
groups: [0, 1, 2, 3, 4]
Problem:
POLAR00, POLAR01 and POLAR02 are used both as landing zone blocks and road blocks.
What happens:
The map script first places a craft.
Then it places a road... which depending on RNG can go through the craft (since the craft IS on a road block as well).
Then the map script replaces the block below the craft with a random road-crossing block (POLAR08 in our case), since it detects it is different from the direction of the currently being placed road (because the old block has both directions, it is always "different").
Possible solutions:
(recommended) Solution 1/ don't use the same blocks as landing zone and roads
(maybe) Solution 2/ don't use blocks which are obviously not roads as roads (e.g. in this case water block POLAR08)
(not recommended) Solution 3/ place the roads first, place the craft afterwards
More advice (don't try to break the engine too much)
1/ none of these polar blocks are actual (visual) roads... I assume same goes for many other terrains... why put `addLine` commands into the map script if you don't have road blocks?
2/ the distinction between NS and EW roads is also there for a reason... the same block should not be both NS and EW (or even a crossing at the same time) unless there's a very good reason to do so